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Super mario 64 rom extender 1.2
Super mario 64 rom extender 1.2





super mario 64 rom extender 1.2

If the character models are stretched in weird ways but this stretching is fairly consistent, it's a normal N64 corruption. You can tell whether you have a special case or not by how the game reacts when corrupted via the standard method. Corrupting every 1-2 bytes will freeze often the character in a distorted position, creating much more interesting corruption especially when combined with the corrupted camera tilt of games like Perfect Dark and Goldeneye, and the real-time texture corruptions of games like Ocarina Of Time, which become more and more obvious the lower the "corrupt every" value is because they character is not rapidly moving and the texture corruptions are more likely to happen. Object corruption is different in that in any "corrupt every" value above 1-2, you'll get a jittery character that looks the same every time and gets repetitive quickly. Corrupting text, which is when some text characters are replaced with other text characters or garbage text, is very similar except that you'll only see results with "corrupt every" values between 1 and about 13. There are a couple of special cases, and these are text corruption and what I call "object corruption". Unless you know what you’re doing, you’re likely to get nowhere attempting to be specific in what zones of the ROM you target. It is possible to corrupt a specific section of the game, like the corrupting Mario's face in the intro of Super Mario 64 by using a very small range and not needing save states. If you're not seeing any sort of corruption now, move the start byte closer to the beginning or vice versa until you find the largest value that works.

super mario 64 rom extender 1.2

The best way to find values that work is the set the end byte to the end of the rom and the start byte to around 102000, and if you're getting errors, bring the values of the start and end byte closer together (A good way to go about this is to use intervals of 100000 just to make things move quicker, but you might want to try increasing the start byte by just a bit at first) until you get a working corruption. The start byte should be above roughly 102000 no matter what N64 game you're corrupting, as anything below will cause a permanent loop error because you're corrupting crucial data in the ROM.

super mario 64 rom extender 1.2 super mario 64 rom extender 1.2

A good way to start is to break down every value given one by one.







Super mario 64 rom extender 1.2